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by siyoa
Fri Mar 23, 2018 4:54 pm
Forum: General Forum
Topic: colonizing planets using new mechanics
Replies: 3
Views: 1249

Re: colonizing planets using new mechanics

sven wrote:That's certainly not the intended behavior. Could you upload your save?

will do, later tonight
by siyoa
Fri Mar 23, 2018 4:44 pm
Forum: General Forum
Topic: colonizing planets using new mechanics
Replies: 3
Views: 1249

colonizing planets using new mechanics

Colony ships can now colonize a planet if the colonists on board would be comfortable there, even if the owning faction's race would not. borrowing this quote from developer's updates playing Tinkers I met Phidi, got their welcome package of 1 free phidi population... quickly setup production of co...
by siyoa
Thu Mar 22, 2018 9:38 pm
Forum: General Forum
Topic: Overcharge is a little confusing to me.
Replies: 5
Views: 1815

Re: Overcharge is a little confusing to me.

However, there are some eyebrow-raising edge cases (like the +100 damage laser attack), where the Orthin appear to have figured out how to route *massive* amounts of excess energy through a very modest weapon system. I am still trying to figure out if I like it this way or should I mod it to someth...
by siyoa
Thu Mar 22, 2018 4:38 am
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 10889

Re: various improvements for ease of empire management

showing amount of available empty improvement slots on Planetary Report

EDIT: renamed the thread, also can it please be moved to mods area ? thanks
by siyoa
Tue Mar 20, 2018 6:09 am
Forum: Modding
Topic: shield damage absorbtion
Replies: 3
Views: 1301

Re: shield damage absorbtion

shield absorbtion set to 15, each spitter does 0 damage
by siyoa
Tue Mar 20, 2018 6:08 am
Forum: Modding
Topic: shield damage absorbtion
Replies: 3
Views: 1301

Re: shield damage absorbtion

shield absorbtion set to 10, each spitter does 15-10=5 damage only, 4x5=20 damage, 10 and 10 on the picture
by siyoa
Tue Mar 20, 2018 6:07 am
Forum: Modding
Topic: shield damage absorbtion
Replies: 3
Views: 1301

Re: shield damage absorbtion

vanilla shields, Harpies have 2 hardpoints with 2 spiters each doing 15 damage each, i.e. 2 x 30 damage
by siyoa
Tue Mar 20, 2018 6:03 am
Forum: Modding
Topic: shield damage absorbtion
Replies: 3
Views: 1301

shield damage absorbtion

I think I got it, it was actually fairly simple, I still need to test it more, to make sure there are no hidden issues

add following for any shield in SYSTEMS.lua (XX is amount of damage per weapon fired at it, shield should absorb)

Code: Select all

shield_absorbtion=XX,


and you need this file
by siyoa
Mon Mar 19, 2018 6:03 pm
Forum: Modding
Topic: DLC rebalance mod
Replies: 75
Views: 26966

Re: DLC rebalance mod

sven wrote:If you're a Steam user, you can get access to the same content by using the password 'alphatesting' in the BETA opt-in menu (under game properties).


perfect, thanks
by siyoa
Mon Mar 19, 2018 5:22 pm
Forum: Modding
Topic: DLC rebalance mod
Replies: 75
Views: 26966

Re: DLC rebalance mod

sven wrote:our 'dev' servers (r22079)


how one gets access to dev server ?
by siyoa
Sun Mar 18, 2018 5:53 pm
Forum: General Forum
Topic: phidi proposal
Replies: 3
Views: 1417

phidi proposal

and I was just thinking how to get at least 1 unit of phidi population for my ocean worlds without declaring war

this came out of nowhere ... not sure what it is, when it was implemented ... but I just love it :D
by siyoa
Sun Mar 18, 2018 4:38 pm
Forum: General Forum
Topic: Orthin and torpedoes
Replies: 25
Views: 5286

Re: Orthin and torpedoes

Do not recommend going down the path of modifying hardpoint type or mountable weapons: ignoring the progaramming implications it would open up a whole can of issues with visual representation (where heavy and medium mounted weapons are visible) plus how the AI would handle such sitations (not the b...
by siyoa
Sun Mar 18, 2018 4:33 pm
Forum: General Forum
Topic: Orthin and torpedoes
Replies: 25
Views: 5286

Re: Orthin and torpedoes

um, it's not a mod i'd suggest trying yourself unless you're quite fluent with lua though -- hacking this capability into the current datastructures would be a delicate job. yeah, if nothing else, the time I would need to properly do it goes beyond what my schedule allows ... and I rather not menti...
by siyoa
Sun Mar 18, 2018 3:21 am
Forum: General Forum
Topic: capturing fleet base and orbiting mobile base
Replies: 0
Views: 1460

capturing fleet base and orbiting mobile base

fleet base ... never got an option to interact with it the same way as if I capture enemy ship, cannot give it to my scientists to extract and reverse engineer those pesky vindicators orbiting Tinker's mobile base ... it is not treated as a ship and the same happened as with fleet base, no dialog bo...
by siyoa
Sun Mar 18, 2018 2:49 am
Forum: General Forum
Topic: Orthin and torpedoes
Replies: 25
Views: 5286

Re: Orthin and torpedoes

I think MOO worked something like, each ship class had total mass of equipment you can add there, there wasn't equivalent of hardpoints (not direct one for sure, there was limited amount of slots, but that was maybe more UI limit) ... if you equipped less that total mass, your ship was faster ... th...

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